Mr. Game & Watch (SSB4): Difference between revisions

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|edgedesc=Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature.
|edgedesc=Swings a bell forward while climbing up. Originates from the Game & Watch's alarm feature.
|nsdefname=Chef
|nsdefname=Chef
|nsdefdmg=5% (pan), 4% (bacon/steak/shrimp/fish)
|nsdefdmg=9% (pan, closest) 5% (pan, can combine with projectile damage as two separate hits), 4% (bacon/steak/shrimp/fish)
|nsdefdesc=Flips food out of a frying pan. Moves slowly through the air in varying arcs. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself is much more rewarding when edgeguarding, as the pan is a semi-spike and can gimp opponents with short-ranged recoveries, such as {{SSB4|Ganondorf}}.
|nsdefdesc=Flips food out of a frying pan. Tapping the special button flips food faster. Moves slowly through the air in varying arcs. The food can be used defensively to cancel attack animations of opponents as a zoning tool as well as to prevent aerial approaches and can be used for edgeguarding against opponents with linear recoveries. Hitting with the pan itself is much more rewarding when edgeguarding, as the pan is a semi-spike and can gimp opponents with short-ranged recoveries, such as {{SSB4|Ganondorf}}.
|nsc1name=XXL Chef
|nsc1name=XXL Chef
|nsc1dmg=2% (pan), 9% (bacon), 8% (steak), 7% (shrimp/fish)
|nsc1dmg=11%/10%/9%/9% (pan closest, bacon/steak/shrimp/fish), 2% (pan, can combine with projectile damage as two separate hits), 9% (bacon), 8% (steak), 7% (shrimp/fish)
|nsc1desc=Flips a single, large piece of food that deals more damage, but each flip takes significantly longer, while the food projectiles travel much slower. Bacon has some vertical KO potential at very high percents. Each flip visibly shakes the screen.
|nsc1desc=Flips a single, large piece of food that deals more damage, but each flip takes significantly longer, while the food projectiles travel much slower. Special button must be tapped and doesn’t fling food faster. Bacon has some vertical KO potential at very high percents. Each flip visibly shakes the screen.
|nsc2name=Short-Order Chef
|nsc2name=Short-Order Chef
|nsc2dmg=0.5% (pan), 2% (bacon), 1.5% (steak), 1% (shrimp/fish)
|nsc2dmg=2.5%/2%/1.5%/1.5% (pan closest, bacon/steak/fish/shrimp), 0.5% (pan, can combine with projectile damage as two separate hits), 2% (bacon), 1.5% (steak), 1% (shrimp/fish)
|nsc2desc=Flips three weaker food out of a frying pan in front of the player very quickly, opening a zoning and approach option. Fish cause no hitstun.
|nsc2desc=Flips three weaker food items out of a frying pan horizontally. Like Chef, tapping the button flings food quicker (in this case, much quicker), but like XXL Chef, the button can’t be held indefinitely. Opens a zoning and approach option. Causes minimal hitstun, and fish cause none.
|ssdefname=Judge
|ssdefname=Judge
|ssdefdmg=2%-32% (Varies)
|ssdefdmg=2%-32% (Varies, see table below)
|ssdefdesc=Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on number; 1 only damages himself, while 9 is a is strong enough to be a virtual [[one-hit KO]]. An infamous follow-up from his down throw, but timing for a [[true combo]] is very strict.
|ssdefdesc=Swings a hammer in front of him, and raises a flag with a random number from 1-9 with his other hand. It can have any one of 9 effects, which vary based on number; 1 only damages himself, while 9 is a is strong enough to be a virtual [[one-hit KO]]. An infamous follow-up from his down throw, but timing for a [[true combo]] is very strict.
*Judge 1: An extremely weak swing that does not make the opponent [[flinch]]. It is the least damaging Judge attack and deals 12% [[recoil damage]] regardless of whether or not it hits.
*Judge 1: An extremely weak swing that does not make the opponent [[flinch]]. It is the least damaging Judge attack and deals 12% [[recoil damage]] regardless of whether or not it hits.
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*Judge 6: A swing that has a [[flame]] effect and is a semi-spike. Has the second strongest knockback of all Judge attacks.
*Judge 6: A swing that has a [[flame]] effect and is a semi-spike. Has the second strongest knockback of all Judge attacks.
*Judge 7: A swing that deals moderate knockback and produces an [[food|apple]] if it hits the opponent. The apple heals 4%.
*Judge 7: A swing that deals moderate knockback and produces an [[food|apple]] if it hits the opponent. The apple heals 4%.
*Judge 8: A swing that has a [[freeze]] effect and deals very low knockback. Emits the "[[ping]]" sound effect that is usually associated with [[one-hit KO]]s.
*Judge 8: A swing that has a [[freeze]] effect and deals very low knockback. Emits the "[[ping]]" sound effect heard from a [[Freezie]] making contact, whic is easily mistaken for the [[one-hit KO]]’s ping. The only swing with a lower total damage output than previous numbers.
*Judge 9: An extremely powerful swing that deals very high knockback. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the [[Home-Run Bat]], but the hit's base knockback is much lower, which makes it generally unable to KO at extremely low percents.
*Judge 9: An extremely powerful swing that deals very high knockback. It is the most damaging Judge attack and emits the "ping" sound effect like Judge 8. Similar in nature to a charged swing from the [[Home-Run Bat]], but the hit's base knockback is much lower, which makes it generally unable to KO at extremely low percents.
|ssc1name=Extreme Judge
|ssc1name=Extreme Judge
|ssc1dmg=5%/23% (Varies)
|ssc1dmg=5% (1), 23% (9)
|ssc1desc=Only chooses numbers 1 and 9, though with less extreme effects for each.
|ssc1desc=Only chooses numbers 1 and 9, though 1s are more common, and 9s have reduced damage and knockback. However, 1s are strengthened and inflict less self-damage (5% rather than 12%).
*Judge 1: Deals 5% to both the opponent and Mr. Game & Watch.
*Judge 9: Deals 23% to the opponent, but has much less knockback compared to the regular version.
|ssc2name=Chain Judge
|ssc2name=Chain Judge
|ssc2dmg=1%-28.4% (Varies)
|ssc2dmg=1%-28.4% (Varies, see table below)
|ssc2desc=Instead of additional effects, the number displayed equals the number of hits the attack will deal. The initial hits trap opponents while the final hit knocks opponents away, making the move more consistent at the cost of limiting its range of effects.
|ssc2desc=Instead of additional effects, the number displayed equals the number of hits the attack will deal. The initial hits trap opponents while the final hit knocks opponents away, making the move more consistent at the cost of limiting its range of effects. 1s will also not deal self-damage.
|usdefname=Fire
|usdefname=Fire
|usdefdmg=6%
|usdefdmg=6%
|usdefdesc=Jumps off a trampoline and then descends while wearing a parachute. Capable of canceling into any move when falling. Has KO potential at high percents near the left and right blast lines. Very good at [[Stage spike|stage spiking]], due to out-prioritizing most aerials and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. The move can also be used as a possible follow-up option after up throw at low percentages against fast-fallers and heavyweights.
|usdefdesc=Jumps off a trampoline and then descends while wearing a parachute. Significant vertical and horizontal recovery. Capable of canceling into any move when falling. Has KO potential at high percents near the left and right blast lines. Very good at [[Stage spike|stage spiking]], due to out-prioritizing most aerials and dealing strong knockback, making Mr. Game & Watch very difficult to edgeguard. The move can also be used as a possible follow-up option after up throw at low percentages against fast-fallers and heavyweights.
|usc1name=Heavy Trampoline
|usc1name=Heavy Trampoline
|usc1dmg=16% (clean), 10% (late)
|usc1dmg=16% (clean), 10% (late)
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|usc2desc=Functions like a traditional recovery move, as Mr. Game & Watch simply jumps and deals damage. The jump grants more height, deals more damage and has KO potential at high percents near the upper blast line, but has no parachute or lasting hitbox.
|usc2desc=Functions like a traditional recovery move, as Mr. Game & Watch simply jumps and deals damage. The jump grants more height, deals more damage and has KO potential at high percents near the upper blast line, but has no parachute or lasting hitbox.
|dsdefname=Oil Panic
|dsdefname=Oil Panic
|dsdefdmg=Based on absorbed attacks
|dsdefdmg=Based on absorbed attacks (see table below)
|dsdefdesc=Holds an oil drum, which absorbs energy-based projectiles. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. It has very minimal start-up lag that inflicts 2.8× the accumulated damage of the absorbed attacks, capping to 60%. OHKOs when it inflicts 60%. Despite its appearance, the oil spill is not a projectile and thus cannot be reflected.
|dsdefdesc=Holds an oil drum, which absorbs energy-based projectiles. Once three units are absorbed, it turns into a powerful attack consisting of Mr. Game & Watch sending out a large splash of oil from his oil drum. It has very minimal start-up lag that inflicts 2.8× the accumulated damage of the absorbed attacks, capping to 60%. OHKOs when it inflicts 60%. Despite its appearance, the oil spill is not a projectile and thus cannot be reflected. Stored energy isn’t lost upon being KOed.
|dsc1name=Efficient Panic
|dsc1name=Efficient Panic
|dsc1dmg=Based on absorbed attacks
|dsc1dmg=Based on absorbed attacks (see table below)
|dsc1desc=The oil drum only requires one projectile to be completely filled and has less ending lag when a projectile is absorbed, but the oil spill is weaker and has less range.
|dsc1desc=The oil drum only requires one projectile to be completely filled and has less ending lag when a projectile is absorbed, but the oil spill is weaker and has less range.
|dsc2name=Panic Overload
|dsc2name=Panic Overload
|dsc2dmg=Based on absorbed attacks
|dsc2dmg=Based on absorbed attacks (see table below)
|dsc2desc=The oil spill is bigger and slower, but the oil drum's absorption radius is smaller.
|dsc2desc=The oil spill is bigger and slower, but the oil drum's absorption radius is smaller.
|fsname=Octopus
|fsname=Octopus
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| 3 || 6% || - || 3% (hits 1-3)
| 3 || 6% || - || 3% (hits 1-3)
|-
|-
| 4 || 8% || - || 2% (hits 1-3), 3% (hit 4)
| 4 || 8% || - || 3% (hits 1-3), 2% (hit 4)
|-
|-
| 5 || 3% (hits 1-4) || - || 3% (hits 1-5)
| 5 || 3% (hits 1-4) || - || 3% (hits 1-5)
|-
|-
| 6 || 12% || - || 2% (hits 1-5), 3% (hit 6)
| 6 || 12% || - || 3% (hits 1-5), 2% (hit 6)
|-
|-
| 7 || 14% || - || 2.5% (hits 1-6), 4% (hit 7)
| 7 || 14% || - || 2.5% (hits 1-6), 4% (hit 7)
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